Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 10/14)

Started by K-Fox, July 18, 2022, 04:29:07 AM

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K-Fox

Time for an update! This is mostly a huge balance update; for a long time I've been trying to balance the difficulty and length of the Bonus Game in Normal mode. While Normal mode isn't meant to be fought all the time (just from Quick Match mode), its still a lot to have someone sit there for around a whole hour just for 1 Bonus Game. Also, most Bosses (and some Mini-Bosses) have this problem of having rather low damage output with large amounts of life. This causes one of the biggest time-sinks; Bosses take too long to defeat because of their high Max Life, while they usually aren't much of a threat damage-wise because of all the healing items appearing.

With this update, most Bosses and Mini-Bosses have lower life than before, but many have increased attack damage (especially Bosses). This hopefully makes them not as much of a slog to fight against, while also making them an actual threat. Abadede is a slight exception; his damage was already high and wasn't changed, but he still got a big max life reduction.

In addition to balance changes, there are also a few bug fixes, and there is a new config file to change some extra things. One notable thing here is the addition of a new system for Bosses and Mini-Bosses called the "Boss Damage Buffer" system. With this, you can make it so that after taking a certain amount of damage, Bosses and Mini-Bosses will take reduced damage until they aren't being hit anymore. This acts as an alternative to the other system where Bosses/Mini-Bosses are forced into an invincible knockdown state after taking too much damage, which can be rather disruptive for combo-heavy characters; you can also now change the required damage for this to activate or even disable it (be sure to do so if using the new Buffer system). Do note that the "Boss Damage Buffer" system needs to be enabled in the "Enemy Modifiers" setting (previously called "Enemy Tweaks").

There is also a few other adjustments and fixes here as well. A special HUD has been added when playing against the Bonus Game in Tag mode, so you can now track your allies' life.

Link: https://www.mediafire.com/file/lwzfadu8fkk12io/SoR2IK9.zip/file

Changes:
Spoiler (click to show)

Update 49 (9/19/2025)

=============================
~General Changes/Fixes
=============================

1. Enemies that can block no longer take further reduced damage if hit repeatedly.
2. Fixed objects sometimes not containing an item in Speed Run, Traditional, or Ranked modes.
3. Chance of the 1-Up item appearing from an object decreased. Default starting lives set to 4.

4. Removed option to let enemies pick up items, and the "Quick KO" option for players (they were causing some problems).
5. Added new item: "Large Triple Gold Bars" - Worth 10000 Points. In Speed Run or Ranked mode, this item gives 3000 Power, while the other Gold Bars item now gives 2000 Power.
6. Halved the distance objects & items can be offscreen before they despawn.

7. Slightly increased chance of weaker healing items appearing over stronger ones.
8. Enemy special effects that increase their max life now grant a fixed amount instead of increasing by a percentage. Helps prevent higher life enemies from becoming unreasonably durable, especially on higher difficulty levels.
9. Fixed problem with enemies being too hard to hit when affected by certain custom-state using attacks.

10. Fixed problem with most enemies' CLSN2 hitboxes in their standing hit animations being smaller than their Idle animation's hitboxes, causing some attacks to miss when they would have otherwise hit. Also made the CLSN2 hitboxes of their air-hit animations slightly bigger to make hitting them in the air easier.

11. When a fight with a Mini-Boss starts, the amount of healing received has been reduced by half.

=============================
~Tag Mode Changes
=============================

1. The amount of Life healed by items is now divided by the number of characters on your team, with the "removed" healing added as Red Life. This is to encourage more tagging out and playing as the other characters instead of 1 character being able to stay out all the time because of the constant healing from items. (This actually doesn't change anything for tag-teams of 2 since Life/RedLife gain was already 50/50, but tag-teams of 3 or 4 will now gain more Red Life than normal Life).

2a. The way healing is received when a Boss fight starts is slightly different; only the currently active character is fully healed. The other characters who are not active instead gain Red Life equal to a percentage of their max Life; the percentage is based on Team Size:
-2 Players: 100%
-3 Players: 50%
-4 Players: 33%

2b. When a Mini-boss fight starts, or a Sub-Boss is defeated, the healing for the active character is 50% of max Life instead (because of change #11 above), and the Red Life gain for the inactive players is also halved:
-2 Players: 50%
-3 Players: 25%
-4 Players: 16.5%

3. A new HUD is now used for players. The active player's life bar appears at the top while the inactive player's lifebars appear as smaller versions below the larger one. The "portraits" are also color-coded to make it easier to tell who is which player (Player 1 = Blue, Player 2 = Red, Player 3 = Green, Player 4 = Yellow).

=============================
~Scoring Changes
=============================

1. Fixed amount of Points earned being too low if the "Extra damage mulitplier" setting was above 1 (which by default it was).

2. In Traditional Mode, the percentage of Points lost from being KO'd increased to 5% of current score.

3. In Normal and Boss Rush modes, the percentage of Points lost from being KO'd with at least 1 Life remaining reduced from 3% to 2% of current score, but the percentage of Points lost from being KO'd at 0 lives increased from 25% to 50%.

=============================
~Enemy Changes
=============================

----------------------------------
Various enemies
----------------------------------
1. Some enemies that have grabs were able to grab from quite a distance away. This has been fixed.
2. Reduced bonus to max Life Bosses & Mini-Bosses get from difficulty levels above Normal (except for Mr.X).

----------------------------------
Normal Enemies
----------------------------------
*Fog
1. Duration of explosions from grenades and motorcycles reduced to be more accurate to Streets of Rage 2.

*Big-ben
1. Fixed Big-ben's roll attack being unable to cause a "fake KO".

*Slum
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).
3. "Kick" damage increased (50 --> 60). Attack speed increased.

*Vice
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).

*P1
1. Dash attack speed is 50% faster, and can start the attack from further away.
2. "Laser Shot" damage increased from 50 to 80.
3. Fixed problem where P1 could self-destruct early if it spawns with low max life. Now it must have 95% life or less to do do.

*Rocket
1. Fixed "slam throw" giving red life instead of reducing it.
2. No longer flickers when getting ready to attack when fighting with Jet MKII.

*Cody
1. KO'ing Cody will now instantly give an extra life instead of creating a 1-up item and requiring it to be picked up.
2. Delay before Cody can appear again after being KO'd increased from 6 minutes to 8 minutes.

----------------------------------
All Bosses (not Mini-Bosses)
----------------------------------
1. Guard damage of attacks (except for Mr.X's bullets) increased from 15% of hit damage to 30%.
2. Most Bosses will now prefer using Grabs at very close range instead of any other (usually slower) attack.
3. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (assuming the amount of Bonus Games characters is equal to the number of players).

*Barbon/Vulture
1. "Punch" & "High Kick" damage increased from 80 to 100.
2. "Roundhouse" damage increased from 100 to 120.
3. Throw damage increased from 75 to 100.
4. Base Life reduced from 1750 to 1300. For Vulture, from 1050 to 910.

*Jet/Bomber
1. "Flying Punch" damage increased from 125 to 150.
2. "DiveKick" damage increased from 175 to 200.
3. Fixed problem with Jet snapping into play from his intro instead of smoothly flying in from the side of the screen.
4. Fixed "slam throw" giving red life instead of reducing it.
5. Base Life reduced from 1250 to 1000. For Bomber, from 750 to 700.

*Zamza/Nail
1. "Double Slash" total damage increased from 80 to 120.
2. "Slidekick" damage increased from 60 to 100.
3. "Rolling Slash" damage increased from 80 to 100.
4. "Upper Slash" damage increased from 100 to 160.
5. Base Life reduced from 2000 to 1500. For Nail, from 1200 to 1050.

*Abadede/Z.Kusano
1. Adjusted the distance that Abadede uses certain attacks from.
2. Fixed Z.Kusano turning into Abadede for a bit when his pummel attack ended.
3. Base Life reduced from 2500 to 1800. For Z.Kusano, from 1500 to 1260.

*R.Bear/Bear Jr.
1. "Quick Jab" damage increased from 40 to 50.
2. "Strong Punch" damage increased from 50 to 80.
3. "Slide Punch" damage increased from 80 to 140.
4. Jump Attack damage increased from 100 to 150.
5. "BodyPunch" damage increased from 50 to 80. Start-Up and Recovery time slightly reduced.
6. "Uppercut" damage from 80 to 150.
7. Base Life reduced from 2750 to 2000. For Bear Jr., from 1650 to 1400.

*Particle/Molecule/Hydrogen/Uranium
1. "Metal Flail" damage increased (100 --> 120).
2. "Laser Shot" damage increased from (60 --> 120). Animation changed & Projectile speed doubled to be more SoR2 accurate.
3. Jump start animation time decreased from 16 frames to 12 frames.
4. New attacks:
"Crushing Stomp" - Performs a much higher jump than usual. If a player is below him, suddenly decends fast to stomp on that player (Power: 150).
"Electric Field" - Starts to repeatedly flip directions while flashing yellow, then creates an electric field around itself. Invincible for the whole move. Only used up-close. (Power: 150).
5. Base Life reduced from 2000 to 1500. For Hydrogen/Uranium, from 1200 to 1050.

*Shiva
1. Fixed Shiva's Slam attack from his grab dealing more damage than normal until his remaining Life fell to 1000 or less.
2. If Shiva is forced into an invincible knockdown state (either from a player being KO'd or the damage limit system), he can't using his "Air Kick" while getting up from it. Prevents a cheap hit from happening due to his instant get-up passive.

*Mr.X
1. During his "Basic Combo" attack, damage of both Punches increased from 20 to 40, and damage of the Kick increased from 40 to 70.
2. Throw damage increased from 80 to 100.
3. Guard damage taken from bullets fired increased from 1 to 3.

----------------------------------
Mini-Bosses
----------------------------------
*All Mini-Bosses
1. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (just like with Bosses now). All normal enemies also now run away after the Mini-Boss is defeated instead of needed to be defeated.

*Souther
1. Base Life reduced from 1000 to 900.

*Bongo
1. Base Life reduced from 1200 to 1000.

*Warrior
1. Base Life reduced from 1400 to 1100.

*Bruce
1. "Low Whip" attack animation is faster.
2. Base Life reduced from 1400 to 1300.

*Vehelits
1. Fixed Vehelits and its background not being centered properly when playing on stages that can zoom out.
2. Foreground stage elements are now disabled while fighting Vehelits.
*If you prefer this not to happen, open the "SoR2Main.cns" file, and at the very bottom on line 37389 you'll find the code for this. Comment out or remove this bit of code to disable this effect.

*Mona/Lisa
1. New attack: "Bounce Kick" (Quickly high jumps then flies downwards with a kick).
2. During their "Acrobatics" team attack, the speed of the jumps are much faster.

*Harakiri
1. "Phantom Slash" damage increased (100 --> 150). Guard damage up from 15 to 112.
2. "Counter Slash" damage increased (200 --> 250). Guard damage up from 30 to 187.
3. "Shuriken" projectile speed increased. Guard damage up from 15 to 75. Delay before shuriken is actually thrown slightly increased.
4. Base Life reduced from 2250 to 1750.
-Harakiri might be the most predictable enemy in the game. Combine that with low guard damage on his attacks, and he was actually a joke of an enemy. This change aims to make him much more of a threat by ramping up his guard damage so that players can't just block all his attacks then counter-attack for big damage. Now, actively dodging his attacks is pretty much required.

*Ash
1. "Spinning Hammer" - Damage increased (50 --> 80). Duration of "attack absorb" state increased (0.5 secs --> 1 second).
2. "Pride Slide" - Damage increased (60 --> 80)
3 "Flying Pirouette Kick" start-up time increased from 12 frames to 18 frames.
4. Base Life reduced from 2100 to 1900.

*Jet MKII
1. No longer flickers when getting ready to attack.
2. "MK Bombs" attack now always fires 3 bombs, and the bombs are fired slightly faster.

*Onihime/Yasha
1. High Kick damage increased from 40 to 60.
2. Jump Kick damage increased from 60 to 80.
3. Fixed problem where the two were trying to use their "Basic Combo" from too far away.
4. Base Life reduced from 2000 to 1500.

=============================
~New Modifier
(previously called "tweaks")
=============================
1. "Boss Damage Buffer" added. Makes Bosses and Mini-Bosses take less damage when combo'd after a certain amount of damage has been taken. An alternative to the "force Boss into invincible state" system.

=============================
~Ranked Mode Changes
=============================
1. Healing items now only heal 10% of their original amount, down from 20%.
2. Enemies will now spawn with the same amount of Life based on your Rank instead of having their Base Life multiplied based on your Rank. Prevents too much randomness from making a certain Rank easier or harder due to Life differences between the enemies. Exception: Rocket always spawns with less Life due to him being harder to hit.
3. Time Bonus when increasing your Star rank reduced from 30 seconds to 10 seconds.

=============================
~Config file Addition/Changes
=============================
1. Added new types of systems for setting non-Boss enemy life values (Done by setting the "Normal Enemy Random Life Boost" option to -4, -5, or -6).

A. -4 makes it so that the Max Life of enemies is set to a certain average value based on the difficulty setting. There is still some variance in the life values, but its much less extreme than other settings.

B. -5 is very similar to option -2 in that enemy Max Life starts lower than normal then increases for each Boss you defeat based on the difficulty setting, although the way enemy Life is determined is slightly different. In short, this should be more balanced compared to -2.

C. -6 Combines -4 and -5, so that enemy life is around a certain average while also boosting their Life for each Boss defeated.

2. The "Extra damage multiplier" setting is now set to 3 for a Simul mode team regardless of number of players.

3. The "Boss Life/Damage Multiplier Ratio Fix" has been set to 2, so that Bosses & Mini-Bosses get a life boost equal to half of the "Extra damage multiplier". In short, this only partially offsets the "Extra damage multiplier" setting, making Bosses able to be defeated faster, but not overly so. (If this seems to make the Bosses too easy to defeat, set it to either 1 or -1.)

4. There are now two "Enemy Strength" settings, one for if your Teammode is NOT Simul, and one for if it IS Simul (and another two for when the Bonus Game is encountered in Arcade Mode). This fixes an issue where if your Teammode was Tag, the Enemy Strength setting was being set higher than it was supposed to.

5. There is a new config file "Config2" that allows the changing of a few extra parameters.

6. If the "Alternate mode" setting is set to 4 (Ranked, or -1 and Ranked is chosen) but your Teammode is Simul mode with more than 2 players, or Tag mode, the mode will be switched to 3 (Traditional Mode). Ranked mode currently doesn't support those modes, so this prevents the game from soft-locking. In addition, if the "Alternate mode" setting is -1 and the safety kicks in due to not be able to enter the mode select "screen, or its an AI match in watch mode, the default mode is now Traditional instead of Normal.

Overall, this should make the Bosses/Mini-Bosses more of a challenge while also cutting down the time it takes to clear the Bonus Game. Hopefully this turns out to be a great change.

As always, if any problems are found, tell me so I can fix it.

Quote from: Staubhold on January 20, 2025, 07:01:51 PM
Any chance to recreate the mist/fog effect?

Hm, not sure if its worth it. It seems quite hard to recreate and it'd only be for 1 mini-boss. If I find a way, I'll see about adding it though.

Quote from: Availion91 on June 19, 2025, 10:24:44 AM
Sorry for the late response, swamped with life stuff. Can confirm your fix worked, its working just fine now, now infinite spawning mini bosses. Thanks again for the help, I really enjoy your mini game! Just wanted to ask, have to looked into the nightly Ikemen update with the new Z-axis stuff? :deal2:

Glad the fix worked, and yes, I have looked at the z-axis stuff. Its really cool. I might actually be able to make a version of the Bonus Game that uses the z-axis; the real SoR experience! In fact, I might not even need to change much besides getting enemies to move along the z-axis properly, and making sure the enemies take into account the z-position of the player before they decide to use their attacks, among other things. I'll need to look into this more before I can start making a "Z-axis SoR2 Bonus Game".
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

Adnan

Lol,i came here everyday to check if there is an update.It is that addictive and inspirational bonus game.One of the reasons why i am registered to this website.

Emiliux81

Quote from: K-Fox on September 20, 2025, 03:48:04 AM
Time for an update! This is mostly a huge balance update; for a long time I've been trying to balance the difficulty and length of the Bonus Game in Normal mode. While Normal mode isn't meant to be fought all the time (just from Quick Match mode), its still a lot to have someone sit there for around a whole hour just for 1 Bonus Game. Also, most Bosses (and some Mini-Bosses) have this problem of having rather low damage output with large amounts of life. This causes one of the biggest time-sinks; Bosses take too long to defeat because of their high Max Life, while they usually aren't much of a threat damage-wise because of all the healing items appearing.

With this update, most Bosses and Mini-Bosses have lower life than before, but many have increased attack damage (especially Bosses). This hopefully makes them not as much of a slog to fight against, while also making them an actual threat. Abadede is a slight exception; his damage was already high and wasn't changed, but he still got a big max life reduction.

In addition to balance changes, there are also a few bug fixes, and there is a new config file to change some extra things. One notable thing here is the addition of a new system for Bosses and Mini-Bosses called the "Boss Damage Buffer" system. With this, you can make it so that after taking a certain amount of damage, Bosses and Mini-Bosses will take reduced damage until they aren't being hit anymore. This acts as an alternative to the other system where Bosses/Mini-Bosses are forced into an invincible knockdown state after taking too much damage, which can be rather disruptive for combo-heavy characters; you can also now change the required damage for this to activate or even disable it (be sure to do so if using the new Buffer system). Do note that the "Boss Damage Buffer" system needs to be enabled in the "Enemy Modifiers" setting (previously called "Enemy Tweaks").

There is also a few other adjustments and fixes here as well. A special HUD has been added when playing against the Bonus Game in Tag mode, so you can now track your allies' life.

Link: https://www.mediafire.com/file/lwzfadu8fkk12io/SoR2IK9.zip/file

Changes:
Spoiler (click to show)

Update 49 (9/19/2025)

=============================
~General Changes/Fixes
=============================

1. Enemies that can block no longer take further reduced damage if hit repeatedly.
2. Fixed objects sometimes not containing an item in Speed Run, Traditional, or Ranked modes.
3. Chance of the 1-Up item appearing from an object decreased. Default starting lives set to 4.

4. Removed option to let enemies pick up items, and the "Quick KO" option for players (they were causing some problems).
5. Added new item: "Large Triple Gold Bars" - Worth 10000 Points. In Speed Run or Ranked mode, this item gives 3000 Power, while the other Gold Bars item now gives 2000 Power.
6. Halved the distance objects & items can be offscreen before they despawn.

7. Slightly increased chance of weaker healing items appearing over stronger ones.
8. Enemy special effects that increase their max life now grant a fixed amount instead of increasing by a percentage. Helps prevent higher life enemies from becoming unreasonably durable, especially on higher difficulty levels.
9. Fixed problem with enemies being too hard to hit when affected by certain custom-state using attacks.

10. Fixed problem with most enemies' CLSN2 hitboxes in their standing hit animations being smaller than their Idle animation's hitboxes, causing some attacks to miss when they would have otherwise hit. Also made the CLSN2 hitboxes of their air-hit animations slightly bigger to make hitting them in the air easier.

11. When a fight with a Mini-Boss starts, the amount of healing received has been reduced by half.

=============================
~Tag Mode Changes
=============================

1. The amount of Life healed by items is now divided by the number of characters on your team, with the "removed" healing added as Red Life. This is to encourage more tagging out and playing as the other characters instead of 1 character being able to stay out all the time because of the constant healing from items. (This actually doesn't change anything for tag-teams of 2 since Life/RedLife gain was already 50/50, but tag-teams of 3 or 4 will now gain more Red Life than normal Life).

2a. The way healing is received when a Boss fight starts is slightly different; only the currently active character is fully healed. The other characters who are not active instead gain Red Life equal to a percentage of their max Life; the percentage is based on Team Size:
-2 Players: 100%
-3 Players: 50%
-4 Players: 33%

2b. When a Mini-boss fight starts, or a Sub-Boss is defeated, the healing for the active character is 50% of max Life instead (because of change #11 above), and the Red Life gain for the inactive players is also halved:
-2 Players: 50%
-3 Players: 25%
-4 Players: 16.5%

3. A new HUD is now used for players. The active player's life bar appears at the top while the inactive player's lifebars appear as smaller versions below the larger one. The "portraits" are also color-coded to make it easier to tell who is which player (Player 1 = Blue, Player 2 = Red, Player 3 = Green, Player 4 = Yellow).

=============================
~Scoring Changes
=============================

1. Fixed amount of Points earned being too low if the "Extra damage mulitplier" setting was above 1 (which by default it was).

2. In Traditional Mode, the percentage of Points lost from being KO'd increased to 5% of current score.

3. In Normal and Boss Rush modes, the percentage of Points lost from being KO'd with at least 1 Life remaining reduced from 3% to 2% of current score, but the percentage of Points lost from being KO'd at 0 lives increased from 25% to 50%.

=============================
~Enemy Changes
=============================

----------------------------------
Various enemies
----------------------------------
1. Some enemies that have grabs were able to grab from quite a distance away. This has been fixed.
2. Reduced bonus to max Life Bosses & Mini-Bosses get from difficulty levels above Normal (except for Mr.X).

----------------------------------
Normal Enemies
----------------------------------
*Fog
1. Duration of explosions from grenades and motorcycles reduced to be more accurate to Streets of Rage 2.

*Big-ben
1. Fixed Big-ben's roll attack being unable to cause a "fake KO".

*Slum
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).
3. "Kick" damage increased (50 --> 60). Attack speed increased.

*Vice
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).

*P1
1. Dash attack speed is 50% faster, and can start the attack from further away.
2. "Laser Shot" damage increased from 50 to 80.
3. Fixed problem where P1 could self-destruct early if it spawns with low max life. Now it must have 95% life or less to do do.

*Rocket
1. Fixed "slam throw" giving red life instead of reducing it.
2. No longer flickers when getting ready to attack when fighting with Jet MKII.

*Cody
1. KO'ing Cody will now instantly give an extra life instead of creating a 1-up item and requiring it to be picked up.
2. Delay before Cody can appear again after being KO'd increased from 6 minutes to 8 minutes.

----------------------------------
All Bosses (not Mini-Bosses)
----------------------------------
1. Guard damage of attacks (except for Mr.X's bullets) increased from 15% of hit damage to 30%.
2. Most Bosses will now prefer using Grabs at very close range instead of any other (usually slower) attack.
3. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (assuming the amount of Bonus Games characters is equal to the number of players).

*Barbon/Vulture
1. "Punch" & "High Kick" damage increased from 80 to 100.
2. "Roundhouse" damage increased from 100 to 120.
3. Throw damage increased from 75 to 100.
4. Base Life reduced from 1750 to 1300. For Vulture, from 1050 to 910.

*Jet/Bomber
1. "Flying Punch" damage increased from 125 to 150.
2. "DiveKick" damage increased from 175 to 200.
3. Fixed problem with Jet snapping into play from his intro instead of smoothly flying in from the side of the screen.
4. Fixed "slam throw" giving red life instead of reducing it.
5. Base Life reduced from 1250 to 1000. For Bomber, from 750 to 700.

*Zamza/Nail
1. "Double Slash" total damage increased from 80 to 120.
2. "Slidekick" damage increased from 60 to 100.
3. "Rolling Slash" damage increased from 80 to 100.
4. "Upper Slash" damage increased from 100 to 160.
5. Base Life reduced from 2000 to 1500. For Nail, from 1200 to 1050.

*Abadede/Z.Kusano
1. Adjusted the distance that Abadede uses certain attacks from.
2. Fixed Z.Kusano turning into Abadede for a bit when his pummel attack ended.
3. Base Life reduced from 2500 to 1800. For Z.Kusano, from 1500 to 1260.

*R.Bear/Bear Jr.
1. "Quick Jab" damage increased from 40 to 50.
2. "Strong Punch" damage increased from 50 to 80.
3. "Slide Punch" damage increased from 80 to 140.
4. Jump Attack damage increased from 100 to 150.
5. "BodyPunch" damage increased from 50 to 80. Start-Up and Recovery time slightly reduced.
6. "Uppercut" damage from 80 to 150.
7. Base Life reduced from 2750 to 2000. For Bear Jr., from 1650 to 1400.

*Particle/Molecule/Hydrogen/Uranium
1. "Metal Flail" damage increased (100 --> 120).
2. "Laser Shot" damage increased from (60 --> 120). Animation changed & Projectile speed doubled to be more SoR2 accurate.
3. Jump start animation time decreased from 16 frames to 12 frames.
4. New attacks:
"Crushing Stomp" - Performs a much higher jump than usual. If a player is below him, suddenly decends fast to stomp on that player (Power: 150).
"Electric Field" - Starts to repeatedly flip directions while flashing yellow, then creates an electric field around itself. Invincible for the whole move. Only used up-close. (Power: 150).
5. Base Life reduced from 2000 to 1500. For Hydrogen/Uranium, from 1200 to 1050.

*Shiva
1. Fixed Shiva's Slam attack from his grab dealing more damage than normal until his remaining Life fell to 1000 or less.
2. If Shiva is forced into an invincible knockdown state (either from a player being KO'd or the damage limit system), he can't using his "Air Kick" while getting up from it. Prevents a cheap hit from happening due to his instant get-up passive.

*Mr.X
1. During his "Basic Combo" attack, damage of both Punches increased from 20 to 40, and damage of the Kick increased from 40 to 70.
2. Throw damage increased from 80 to 100.
3. Guard damage taken from bullets fired increased from 1 to 3.

----------------------------------
Mini-Bosses
----------------------------------
*All Mini-Bosses
1. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (just like with Bosses now). All normal enemies also now run away after the Mini-Boss is defeated instead of needed to be defeated.

*Souther
1. Base Life reduced from 1000 to 900.

*Bongo
1. Base Life reduced from 1200 to 1000.

*Warrior
1. Base Life reduced from 1400 to 1100.

*Bruce
1. "Low Whip" attack animation is faster.
2. Base Life reduced from 1400 to 1300.

*Vehelits
1. Fixed Vehelits and its background not being centered properly when playing on stages that can zoom out.
2. Foreground stage elements are now disabled while fighting Vehelits.
*If you prefer this not to happen, open the "SoR2Main.cns" file, and at the very bottom on line 37389 you'll find the code for this. Comment out or remove this bit of code to disable this effect.

*Mona/Lisa
1. New attack: "Bounce Kick" (Quickly high jumps then flies downwards with a kick).
2. During their "Acrobatics" team attack, the speed of the jumps are much faster.

*Harakiri
1. "Phantom Slash" damage increased (100 --> 150). Guard damage up from 15 to 112.
2. "Counter Slash" damage increased (200 --> 250). Guard damage up from 30 to 187.
3. "Shuriken" projectile speed increased. Guard damage up from 15 to 75. Delay before shuriken is actually thrown slightly increased.
4. Base Life reduced from 2250 to 1750.
-Harakiri might be the most predictable enemy in the game. Combine that with low guard damage on his attacks, and he was actually a joke of an enemy. This change aims to make him much more of a threat by ramping up his guard damage so that players can't just block all his attacks then counter-attack for big damage. Now, actively dodging his attacks is pretty much required.

*Ash
1. "Spinning Hammer" - Damage increased (50 --> 80). Duration of "attack absorb" state increased (0.5 secs --> 1 second).
2. "Pride Slide" - Damage increased (60 --> 80)
3 "Flying Pirouette Kick" start-up time increased from 12 frames to 18 frames.
4. Base Life reduced from 2100 to 1900.

*Jet MKII
1. No longer flickers when getting ready to attack.
2. "MK Bombs" attack now always fires 3 bombs, and the bombs are fired slightly faster.

*Onihime/Yasha
1. High Kick damage increased from 40 to 60.
2. Jump Kick damage increased from 60 to 80.
3. Fixed problem where the two were trying to use their "Basic Combo" from too far away.
4. Base Life reduced from 2000 to 1500.

=============================
~New Modifier
(previously called "tweaks")
=============================
1. "Boss Damage Buffer" added. Makes Bosses and Mini-Bosses take less damage when combo'd after a certain amount of damage has been taken. An alternative to the "force Boss into invincible state" system.

=============================
~Ranked Mode Changes
=============================
1. Healing items now only heal 10% of their original amount, down from 20%.
2. Enemies will now spawn with the same amount of Life based on your Rank instead of having their Base Life multiplied based on your Rank. Prevents too much randomness from making a certain Rank easier or harder due to Life differences between the enemies. Exception: Rocket always spawns with less Life due to him being harder to hit.
3. Time Bonus when increasing your Star rank reduced from 30 seconds to 10 seconds.

=============================
~Config file Addition/Changes
=============================
1. Added new types of systems for setting non-Boss enemy life values (Done by setting the "Normal Enemy Random Life Boost" option to -4, -5, or -6).

A. -4 makes it so that the Max Life of enemies is set to a certain average value based on the difficulty setting. There is still some variance in the life values, but its much less extreme than other settings.

B. -5 is very similar to option -2 in that enemy Max Life starts lower than normal then increases for each Boss you defeat based on the difficulty setting, although the way enemy Life is determined is slightly different. In short, this should be more balanced compared to -2.

C. -6 Combines -4 and -5, so that enemy life is around a certain average while also boosting their Life for each Boss defeated.

2. The "Extra damage multiplier" setting is now set to 3 for a Simul mode team regardless of number of players.

3. The "Boss Life/Damage Multiplier Ratio Fix" has been set to 2, so that Bosses & Mini-Bosses get a life boost equal to half of the "Extra damage multiplier". In short, this only partially offsets the "Extra damage multiplier" setting, making Bosses able to be defeated faster, but not overly so. (If this seems to make the Bosses too easy to defeat, set it to either 1 or -1.)

4. There are now two "Enemy Strength" settings, one for if your Teammode is NOT Simul, and one for if it IS Simul (and another two for when the Bonus Game is encountered in Arcade Mode). This fixes an issue where if your Teammode was Tag, the Enemy Strength setting was being set higher than it was supposed to.

5. There is a new config file "Config2" that allows the changing of a few extra parameters.

6. If the "Alternate mode" setting is set to 4 (Ranked, or -1 and Ranked is chosen) but your Teammode is Simul mode with more than 2 players, or Tag mode, the mode will be switched to 3 (Traditional Mode). Ranked mode currently doesn't support those modes, so this prevents the game from soft-locking. In addition, if the "Alternate mode" setting is -1 and the safety kicks in due to not be able to enter the mode select "screen, or its an AI match in watch mode, the default mode is now Traditional instead of Normal.

Overall, this should make the Bosses/Mini-Bosses more of a challenge while also cutting down the time it takes to clear the Bonus Game. Hopefully this turns out to be a great change.

As always, if any problems are found, tell me so I can fix it.

Quote from: Staubhold on January 20, 2025, 07:01:51 PM
Any chance to recreate the mist/fog effect?

Hm, not sure if its worth it. It seems quite hard to recreate and it'd only be for 1 mini-boss. If I find a way, I'll see about adding it though.

Quote from: Availion91 on June 19, 2025, 10:24:44 AM
Sorry for the late response, swamped with life stuff. Can confirm your fix worked, its working just fine now, now infinite spawning mini bosses. Thanks again for the help, I really enjoy your mini game! Just wanted to ask, have to looked into the nightly Ikemen update with the new Z-axis stuff? :deal2:

Glad the fix worked, and yes, I have looked at the z-axis stuff. Its really cool. I might actually be able to make a version of the Bonus Game that uses the z-axis; the real SoR experience! In fact, I might not even need to change much besides getting enemies to move along the z-axis properly, and making sure the enemies take into account the z-position of the player before they decide to use their attacks, among other things. I'll need to look into this more before I can start making a "Z-axis SoR2 Bonus Game".


Emiliux81

Fixed the problem of simul mode? In 3 vs3 and 4 vs 4 in simul mode the enemies did not appear

K-Fox

I just checked and the enemies are appearing for me in Simul mode, so I'm not sure what the problem is.

I did realize I forgot to disable ranked mode for Tag mode teams, or Simul mode teams with more than 2 players. Here is how to fix it:

1, Open the "SetConfig.cns" file.

2. Go to line 506.

3. Paste this code:


;Ranked not supported in Simul mode with more than 2 players or Tag mode, switch to Traditional mode.
[State 0, VarSet]
type = VarSet
triggerall = Var(41) = 4
trigger1 = NumEnemy > 0
trigger1 = Enemynear, Teammode = Tag
trigger2 = NumEnemy > 2
trigger2 = Enemynear, Teammode = Simul
v = 41
value = 3


I didn't want to have everyone re-download the whole bonus game just for this tiny fix.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html


K-Fox

Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

LuigiMario79

I get this error when I start a match with this. I'm using the latest nightly.


K-Fox

I made a patch: https://www.mediafire.com/file/kx48t4ye2dt8gdb/SoR2IK9Patch.zip/file

Just replace the files in the bonus game folder with these (there is only 2 in the folder).

Sorry about this. I don't use the nightly versions of IKEMEN, so I don't catch these issues.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

oscar123


Can you make one where the enemies come out as you advance in the stage? I mean creating a very long stage and that to get to the end of the stage (to the far right of it), you have to kill certain enemies that come out along the way. (Not that they always come out at the same point without advancing) It would be very good because we could create RPG type games with story mode and then modify them with enemies from the anime that interested us. I would really appreciate it if someone could make this mode.

K-Fox

Hi again all. I just found out that I made a dumb mistake; I forgot to add CLSN2 boxes to the Particle enemies' new Laser Shot animation, making them invincible for the attack.

To fix this, open the "SoR2.air" file and find this starting on line 6500:


[Begin Action 10555]
10544,0, -4,0, 2
10544,1, -4,0, 2
10544,2, -4,0, 2
10542,1, -3,0, 2
10542,2, -2,0, 2
10546,0, 0,0, 2
10547,0, -7,0, 2
10547,1, -10,0, 20
10547,2, -10,0, 2
10547,1, -10,0, 2
10547,2, -10,0, 2
10547,1, -10,0, 2
10547,3, -10,0, 2
10547,4, -10,0, 2
10547,1, -10,0, 2
10547,0, -7,0, 2
10546,0, 0,0, 2
10542,2, -2,0, 2
10542,1, -3,0, 2
10544,2, -4,0, 2
10544,1, -4,0, 2
10544,0, -4,0, 2


Delete that whole block (from lines 6500 to 6522) and replace it with this:
Spoiler (click to show)


[Begin Action 10555]
Clsn2: 1
  Clsn2[0] = -17, -91, 13, 0
10544,0, -4,0, 2
Clsn2: 1
  Clsn2[0] = -17, -89, 13, 0
10544,1, -4,0, 2
Clsn2: 1
  Clsn2[0] = -17, -88, 13, 0
10544,2, -4,0, 2
Clsn2: 1
  Clsn2[0] = -17, -84, 13, 0
10542,1, -3,0, 2
Clsn2: 1
  Clsn2[0] = -17, -76, 13, 0
10542,2, -2,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10546,0, 0,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,0, -7,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 20
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,2, -10,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,2, -10,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,3, -10,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,4, -10,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10547,0, -7,0, 2
Clsn2: 1
  Clsn2[0] = -17, -65, 13, 0
10546,0, 0,0, 2
Clsn2: 1
  Clsn2[0] = -17, -76, 13, 0
10542,2, -2,0, 2
Clsn2: 1
  Clsn2[0] = -17, -84, 13, 0
10542,1, -3,0, 2
Clsn2: 1
  Clsn2[0] = -17, -88, 13, 0
10544,2, -4,0, 2
Clsn2: 1
  Clsn2[0] = -17, -89, 13, 0
10544,1, -4,0, 2
Clsn2: 1
  Clsn2[0] = -17, -91, 13, 0
10544,0, -4,0, 2


I don't how I missed that. Sorry about that.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

Fauxcry

hopefully with this update I can finally using jin kazama's specials without the enemy be it regular, boss, or mini boss from insta-KOing.

EMILIUX1981


Version: nightly
Build Time: 2026.03.15
Platform: linux (amd64)
Vulkan 1.3.239
RAM in Use: 747 MB / OS Reserved: 3773 MB
Active Goroutines: 3
Timestamp: 2026-03-21 19:40:56

Engine error

Error: ./external/script/start.lua:1672: chars/sor2ikemen/SoR2Main.cns:5408:
'!' operator cannot be used within a trigger redirection
stack traceback:
   [G]: in function 'game'
   ./external/script/start.lua:1672: in function 'f_game'
   ./external/script/start.lua:2248: in function 'launchFight'
   external/script/default.lua:20: in function <external/script/default.lua:0>
   ./external/script/start.lua:1739: in function 'f'
   external/script/main.lua:2332: in function 'loop'
   external/script/main.lua:2429: in function 'loop'
   external/script/main.lua:3653: in main chunk
   [G]: ?

Go stack traceback:
goroutine 1 [running, locked to thread]:
runtime/debug.Stack()
   runtime/debug/stack.go:24 +0x65
main.handlePanic({0xb22d60?, 0xc0069a04c0})
   github.com/ikemen-engine/Ikemen-GO/src/main.go:363 +0x3e5
main.realMain.func1()
   github.com/ikemen-engine/Ikemen-GO/src/main.go:66 +0x2a
panic({0xb22d60, 0xc0069a04c0})
   runtime/panic.go:884 +0x213
main.realMain()
   github.com/ikemen-engine/Ikemen-GO/src/main.go:206 +0x565
main.main()
   github.com/ikemen-engine/Ikemen-GO/src/main.go:59 +0x17

OS-Farram

I was really surprised to find out that Streets of Rage 2 supports 4-player co-op, and it is so much fun!


Triple_Factorial

Two notable bugs:
1. With the Control Panel mini-boss: If, when it's defeated, the normal enemy around who retreats has Jamming (I got this with an Agent, playing KFM), every enemy health bar in the minigame up to but not including Shiva gets jammed. Probably has to do with the jammer not stopping the jamming when they run away.
2. "Power of the Syndicate" (Shiva or Mr. X): A big single damage LifeAdd (such as Evil Ken's Shun Goku Satsu) with the enemy's health just over 1 bar can plummet it straight to zero and skip the entire phase. (Against Mr. X his health actually tries to heal afterward, but the defeat triggers first.)

oscar123


K-Fox

Hi again all! Here is a small update to fix the problems some people have been having. Before that, an important note: The Bonus Game now requires the nightly version of IKEMEN.

I've kept from using nightly-only stuff in the Bonus Game for a long time so that it was more accessible to everyone (since not everyone used the nightly IKEMEN). Although now I'm sure most people use nightly so it shouldn't be a problem anymore.

Link: https://www.mediafire.com/file/qmrwyapjeb9pn7c/SoR2IK9.5.zip/file

Changes:
Spoiler (click to show)

IMPORTANT: As of this update, the Bonus Game only works on the nightly versions of IKEMEN released on or after June 10, 2026.

=============================
~General Changes/Fixes
=============================
1. Fixed the Jammer effect not being removed if an enemy with it ran away in the CTRL Panel area.
2. In Tag mode, the Chicken item will now always fully heal instead of having reduced healing like the other healing items.

3. When items appear upon hitting an object, there is now a bonus chance of getting a 1-Up. Each time a non-1-Up item is picked up (or any item goes offscreen), the bonus chance slightly increases. When a 1-Up from the bonus chance is picked up, the chance resets and the chance of another bonus 1-Up is reduced. This is to allow some 1-Ups to be obtained for certain without making it too broken. Note that the two objects that drop have their own independent bonus chance.

4. Points are no longer lost when getting KO'd. Instead, there is a new counter next to your score marked with a platinum star; this is your "Class" rating. It starts at 200, and drops by 1 each time you are KO'd, or by 10 points if you are KO'd with no lives remaining (minimum Class is 1). The Class rating is only used in Normal, Boss Rush, and Traditional modes.

5. Added an option to change overall object drop rate (for items)*. Doesn't affect Ranked mode items.
6. Invincible time after picking up an item reduced from 1 second to 0.5 seconds. This is to fix a slight difficulty oversight; this single second of safety was way too strong in allowing players to attack without any risk, especially noticeable against Bosses, where grabbing an item then attacking while invincible is extremely exploitable. Because this indirectly means more damage taken overall, the chance of healing items appearing in Normal, Boss Rush, and Traditional mode has been slightly increased. I also planned to reduce the item drop rate to further reduce how exploitable this is, but I didn't want to force it on anyone, so I made it an option instead.

*The default value is 3, which causes the item drop rate to be less than the previous rate. To keep the previous item drop rate, set this option to 5.

=============================
~Enemy Changes/Fixes
=============================
*All Bosses/Mini-Bosses
1. The damage theshold for the forced invincible state was previously being affected by difficulty levels above normal, and the number of characters on the player's team. Now its only affected by the "Combo Damage Limit" setting in the "Config2" file.

*Various enemies
1. If an enemy misses their Grab attempt, it no longer delays their next attack.
2. Fixed issue where when an enemy grabbed someone with a pummel-type grab, their target appeared layered over them instead of behind them.

*Big-ben
1. Fixed Dizzy state after roll attack being MoveType "A" instead of "I".

*Cody
1. The extra life gained from Cody is now gained when Cody is in the KO state, not right when he hits 0 life. Fixes an issue where the 1-Up sound wasn't playing correctly.

*Abadede
1. Fixed "Bodyslam" having very high guardstun.

*Yasha
1. Some effects Mini-bosses get such as the forced invincible effect from high damage weren't activating for Yasha.

*Shiva
1. Fixed Shiva's "Last Stand" passive not preventing KO when he was hit with certain high damage effects.

*Mr.X
1. Fixed Mr.X's "Might of the Syndicate" passive not preventing KO when he was hit with certain high damage effects.
2. Fixed issue where Mr.X could go for a long time without attacking.

=============================
~Non-gameplay Changes
=============================
1. Updated the AdvancedGuide.txt "Remove unneeded system messages for the Bonus Game" section.
2. Added an option to disable the Stage 8 theme that plays in the sub-area (with the sub-Bosses).

*******************
~Known Issue
*******************
1. Enemy projectiles may sometimes become unable to hit players. I can't pinpoint why this happens.

I should point out that enemy projectiles in the current nightly version (the one posted June 10th) are sometimes becoming unable to hit players. I haven't changed anything about the projectiles, and it doesn't always happen, so I'm not sure what to do.

Quote from: OS-Farram on June 03, 2026, 10:42:59 PM
I was really surprised to find out that Streets of Rage 2 supports 4-player co-op, and it is so much fun!
Nice video! Its always cool to see gameplay of the Bonus Game.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

K-Fox

Hello! With IKEMEN 1.0 being out for some time, I decided to go back and fix my characters and do some minor adjustments to the Bonus Game.

Links:
Bonus Game: https://www.mediafire.com/file/ixq3rzi1uyc1b2t/SoR2IK9.7.zip/file
Characters: https://www.mediafire.com/file/h8odg4c4hd5xuep/12Char4StagePackIK4.zip/file

Bonus Game Changes:
Spoiler (click to show)

Mini-Update 8 (10/14/2026)

IMPORTANT: As of this update, the Bonus Game only works on IKEMEN version 1.0

=============================
~General Changes/Fixes
=============================
1. Fixed issue where if the "Enemy Attack Rate" setting was set to a negative value, some enemies were acting strangely.
2. Fixed being unable to Safe-Fall (land from a throw to avoid damage) or escape from enemy throws.
3. Fixed issue where if an enemy blocked a very high damage hit, the amount of damage they took was higher than it was supposed to be.

4. Fixed Mr.X using certain melee attacks from too far away.
5. When Harakiri is sliding backwards for his Counter slash attack, his Movetype is set to I so you can walk backwards away from him before the actual slash. Time spent sliding back increased (1.25s --> 1.5s). Damage increased (225 -> 300). Damage reduction increased from 40% to 50%.

6. Reduced how often Shiva can block attacks, especially when fighting him 1v1 (Single mode).
7. Zamza/Jet rematch: Jet now has 50% less life. Also fixed Zamza only having -20% life instead of -30%.
8. In Tag mode, Bosses and Mini-Bosses now get +10% max life for each character in your team beyond the first (max +30%).

9. Added an option that makes the Hitoverride state controller used by guard-capable enemies use the "forceguard" parameter, so that when they guard attacks the guard damage/hitsparks/sounds/etc of the attack are used instead of the hit parameters (only matters if the "Enemy Block Type" above is set to 0 or 1).

10. The "forced invincible state" effect for Bosses/Mini-Bosses is now disabled by default. Instead, the "Boss Damage Buffer" modifier is on by default (which makes Bosses/Mini-Bosses take reduced damage after taking enough damage in a combo).

=============================
~Bonus Area Changes
=============================
1. The gas meter has been halved in size so it doesn't awkwardly stick out so much.
2. The CTRL Panel now uses a new "damaged" sprite when its remaining life reaches 50%, and another when at 25% life.
3. Fixed issue where upon destroying the Panel it would disappear for a brief moment.
4. Reduced the duration of the slow effect upon destroying the Panel.

=============================
~Notes
=============================
The way commands are checked in custom states seem to have changed in IKEMEN 1.0, and as such certain actions have been affected:

1. In the Config file, if you set the mode to -1 (so you can choose the mode in-game), you'll now need to press "x" or "b" to choose a mode, then "a" to confirm.
2. When escaping Pummel-type enemy grabs, only the buttons (a/b/c/x/y/z) work now for escaping, not pressing up/down/left/right. To make up for this, the total number of button presses needed to escape have been reduced.

However, if you are playing as one of my SoR characters, you can still use left/right to switch modes, or up/down/left/right to escape from pummels. Do note that my SoR characters can break out of Pummels with their Y-special, so be careful while mashing the buttons with them to escape pummels.

Character Changes:
Spoiler (click to show)

SoR Character Changes 10/14/2026

===============================
All characters
===============================
1. Added animation 181 to characters so that weird thing where the large portrait appears in place of the character doesn't occur in the pre-match screen.

===============================
All characters (except Yamato)
===============================
1. Added new large portraits (from Streets of Rage Remake). (Mr.X's portrait has been slightly modified).
2. Fixed some multi-hitting attacks dealing very high guard meter damage, making guard breaks extremely easy if enabled (Basic Combos and Roo's Blitz and Special attacks were the biggest offenders here).
3. Custom HUD appears properly in 16:9 resolutions.

4. Fixed the healing item helper causing debug spam.
5. The intros of the characters (except Shiva/Ultra Shiva) are now an animation of them falling into place instead of actually changing their positions with PosSet and VelSet. Fixes a problem where the camera might sometimes move a bit during the intro (usually happens if in a 3 or 4 player Tag team).
6. The option to use the extended CLSN1 boxes (so the characters can hit small/crouching opponents with their standing attacks) is now toggled through their Config file instead of having to open each character's .def file and comment/uncomment lines.

7. All Defensive Specials (except for Mr.X) now have "ignorereversaldef = 1" to make them more "safe" against characters with Reversals. Note this is only for the Defensive Special (the one peformed by just pressing Y), NOT the Offensive Special (performed with Forward+Y).
8. If the "Ability Up" option if off, Lv.1 supers are still immune to Normal attacks/projectiles/throws for 1/6 of a second.
9. Fixed being unable to Safe-Fall from throws.

====================
Roo
====================
1. "Tail Upper" and "Tail Crash": Start-up time decreased (8 -> 6).

====================
Skate
====================
1. "Dynamite Headbutt" (both versions): Start-up time decreased (6 -> 3).
2. "Rolling Flash Kick": Time between 4th and 5th hit reduced from 15 frames to 7 frames. Total animation time reduced from 50 frames to 41 frames.

====================
Ash
====================
1. "Booty Bump" (both versions): Upon landing from attack, a custom landing state where Ash can't move for a bit is used instead of the default landing state. Prevents the attack from being spammed to easily juggle the opponent, especially in a corner.
2. Reduced guardstun of Lv.2 and Lv.3 Blitz attacks.

====================
Shiva
====================
1. "Ability Up" option no longer gives Hypers bonus damage based on opponents remaining life.

====================
Ultra Shiva
====================
1. Life reduced from 2310 to 1575. Attack increased from 35 to 60.

====================
Shiva & UltraShiva
====================
1. First hit of Final Crash (both versions) has +4 to pausetime for opponent. Fixes problem where hitting an aerial opponent who is very close to the ground could result in them being able to block the remaining hits.
2. Slightly reduced ground knockback of Fire Chop.
3. Jumping Reverse Kick knockback reduced by half. Ground hittime doubled.
4. Knockback of Tiger Palm reduced.

====================
Mr.X
====================
1. Removed old "RatioLevel" triggers that were causing crashes.

For the Bonus Game, I've decided that the system where Bosses/Mini-bosses get forced out of combos after taking enough damage was too disruptive, so instead the other system where they take reduced damage after taking a certain amount of damage is used instead. The exact amounts can be edited in the "Config2" file if they seem too high/low.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

EMILIUX1981


K-Fox

Yes, the Bonus Game has been designed to work for 3v3 and 4v4 Simul mode teams.

What problems are you having exactly? Do you have any add-ons installed? They tend to act funny with the Bonus Game.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html